_Planar Chaos_(TM) Frequently Asked Questions
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff
Jordan, and Lee Sharpe
Document last modified December 13, 2006

_Planar Chaos_ Prerelease tournaments: January 20-21, 2007
_Planar Chaos_ official release date: February 2, 2007
The _Planar Chaos_ set becomes legal for sanctioned Constructed play February
20, 2007.

The _Planar Chaos_ set contains 165 cards (60 common, 55 uncommon, 50 rare).

This FAQ has two sections, each of which serves a different purpose.

The first section ("General Notes") explains the new mechanics and concepts
in the set. The second section ("Card-Specific Notes") contains answers to
the most important questions players might ask about a given card.

Items in the "Card-Specific Notes" section include full rules text for your
reference. Not all cards in the set are listed.
-----

GENERAL NOTES

***"Timeshifted" Cards***

The _Planar Chaos_ set contains "timeshifted" cards, but they are rather
different from the _Time Spiral_(TM) timeshifted cards.

Each _Planar Chaos_ timeshifted card is a color-shifted reprint of a
_Magic_(TM) card from a set released prior to the _Mirrodin_(R) set. These
cards appear in a unique card frame. Unlike the _Time Spiral_ timeshifted
cards, these cards don't have a unique rarity. There are common, uncommon,
and rare timeshifted cards, and they're intermixed with the "normal" _Planar
Chaos_ cards. Multiple timeshifted cards will appear in each booster pack.
-----

***New Keyword Ability: Vanishing***

Vanishing is an ability that limits the amount of time a permanent with
vanishing stays in play.

Keldon Marauders
{1}{R}
Creature -- Human Warrior
3/3
Vanishing 2 (This permanent comes into play with two time counters on it. At
the beginning of your upkeep, remove a time counter from it. When the last is
removed, sacrifice it.)
When Keldon Marauders comes into play or leaves play, it deals 1 damage to
target player.

The official rules for the vanishing ability are as follows:

502.60. Vanishing

502.60a Vanishing is a keyword that represents three abilities. "Vanishing N"
means "This permanent comes into play with N time counters on it," "At the
beginning of your upkeep, if this permanent has a time counter on it, remove
a time counter from it," and "When the last time counter is removed from this
permanent, sacrifice it."

502.60b Vanishing without a number means "At the beginning of your upkeep, if
this permanent has a time counter on it, remove a time counter from it" and
"When the last time counter is removed from this permanent, sacrifice it."

502.60c If a permanent has multiple instances of vanishing, each works
separately.

* Both vanishing and the suspend mechanic introduced in the _Time Spiral_ set
use time counters. Most effects in the _Time Spiral_ block that deal with
time counters, such as the ability of Jhoria's Timebug, can also affect
permanents with vanishing that have time counters on them.

* Vanishing is similar to the fading ability from the _Nemesis_(R) set.
However, it plays much more like suspend does. The card starts out with a
number of time counters on it, an ability triggers at the beginning of your
upkeep that has you remove a time counter, and an ability triggers when you
remove the last time counter that has you do something with that card.

* Note that the vanishing rules include an "intervening 'if' clause" that
stops the counter-removing ability from triggering if there are no time
counters on the permanent. This extra clause has minimal impact outside the
_Magic Online_(TM) interface, so it doesn't appear in the vanishing reminder
text.

* If the last time counter is removed from a permanent with vanishing and the
sacrifice ability is countered, that permanent will remain in play
indefinitely with no time counters on it. Neither of vanishing's two
triggered abilities can possibly trigger again. Similarly, if a permanent
without time counters on it that's already in play becomes a copy of a
permanent with vanishing, it will stay in play indefinitely. If a permanent
with one or more time counters on it that's already in play becomes a copy of
a permanent with vanishing, it will vanish as normal.
-----

***Returning Keyword Ability: Echo***

Echo is a keyword ability previously seen in the Urza block and in the _Time
Spiral_ set.

Uktabi Drake
{G}
Creature -- Drake
2/1
Flying, haste
Echo {1}{G}{G} (At the beginning of your upkeep, if this came under your
control since the beginning of your last upkeep, sacrifice it unless you pay
its echo cost.)

The rules for the echo ability are as follows:

502.19. Echo

502.19a Echo is a triggered ability. "Echo [cost]" means "At the beginning of
your upkeep, if this permanent came under your control since the beginning of
your last upkeep, sacrifice it unless you pay [cost]."

* The echo cost of each older card with echo was always equal to its mana
cost. In the _Planar Chaos_ set, however, the echo cost is always different
than the card's mana cost.
-----

***Theme: "Extortion" Cards***

The _Planar Chaos_ set contains a number of black cards that allow any player
to counter them while they're on the stack.

Temporal Extortion
{B}{B}{B}{B}
Sorcery
When you play Temporal Extortion, any player may pay half his or her life,
rounded up. If a player does, counter Temporal Extortion.
Take an extra turn after this one.

* When an "extortion" spell is played, its "extortion" ability triggers and
goes on the stack on top of it.

* As the triggered ability resolves, the active player gets the option to
perform the action (in Temporal Extortion's case, to pay life). If that
player declines, the next player in turn order gets the option. As soon as
any player performs the action, the spell is countered and no one else gets a
chance to do it. If all players decline, the spell remains on the stack.

* A player can't choose the "extortion" option unless he or she can actually
do it. For example, if the action were "discard three cards," a player with
two or fewer cards in hand couldn't take the option to counter the spell.
-----

***Theme: "Rescue" Cards***

The _Planar Chaos_ set contains a number of white cards that have comes-into-
play abilities that cause you to return one or more creatures you control to
your hand.

Whitemane Lion
{1}{W}
Creature -- Cat
2/2
Flash (You may play this spell any time you could play an instant.)
When Whitemane Lion comes into play, return a creature you control to its
owner's hand.

* You may return the "rescue" creature itself to its owner's hand. If you
control no other creatures, you must return the rescue creature to your hand.

* If a rescue creature instructs you to return more creatures than you
control, you must return all the creatures you control to their owner's hand.

* The ability doesn't target the creatures you return. You don't choose which
ones to return until the ability resolves. No one can respond to the choice.
-----

***Returning Keyword Ability: Suspend***

Suspend is a keyword ability introduced in the _Time Spiral_ set. The suspend
rules are unchanged, but the last sentence of the suspend reminder text has
been modified to make clear that it doesn't matter who or what removes the
last time counter from the suspended card.

Shivan Meteor
{3}{R}{R}
Sorcery
Shivan Meteor deals 13 damage to target creature.
Suspend 2--{1}{R}{R} (Rather than play this card from your hand, you may pay
{1}{R}{R} and remove it from the game with two time counters on it. At the
beginning of your upkeep, remove a time counter. When the last is removed,
play it without paying its mana cost.)

See the _Time Spiral_ FAQ for more information about the suspend mechanic.
-----

***Cycle: Cards with "Suspend X"***

A cycle of creatures in the _Planar Chaos_ set have "suspend X."

Aeon Chronicler
{3}{U}{U}
Creature -- Avatar
*/*
Aeon Chronicler's power and toughness are each equal to the number of cards
in your hand.
Suspend X--{X}{3}{U}. X can't be 0.
Whenever a time counter is removed from Aeon Chronicler while it's removed
from the game, draw a card.

* Both instances of X in the suspend ability are the same. You determine the
value of X as you suspend the card from your hand. The value you choose must
be at least 1.

* If one of these cards is suspended, then when the last time counter is
removed from it, both its triggered ability and the "play this card" part of
the suspend ability will trigger. They can be put on the stack in either
order.

* If you have no cards in hand when Aeon Chronicler's last time counter is
removed, then the order in which the two abilities are put on the stack
becomes relevant. If the "play this card" ability resolves first, Aeon
Chronicler comes into play as a 0/0 creature and is put into your graveyard
as a state-based effect before the card-drawing ability resolves. On the
other hand, if the card-drawing ability is put on the stack on top of the
suspend ability, then Aeon Chronicler is 1/1 by the time it comes into play.
Similar situations can occur with the other "suspend X" creatures.
-----

***Returning Theme: Split Cards***

Split cards have two card faces on a single card. They've appeared before in
the _Invasion_(TM), _Apocalypse_(TM), and _Dissension_(TM) sets. The primary
difference between the _Planar Chaos_ split cards and earlier ones is that
each half of each _Planar Chaos_ split card is the same color. All previous
split cards were multicolored when the whole card was considered, but these
split cards are monocolored.

Dead
{R}
Instant
Dead deals 2 damage to target creature.
//
Gone
{2}{R}
Instant
Return target creature you don't control to its owner's hand.

* When a split card is played, only one half of it is played. That half is
the spell on the stack. As long as it's on the stack, only that half's
characteristics are considered. The other half is treated as though it didn't
exist.

* In any zone other than the stack, a split card has two sets of
characteristics: two names, two mana costs, and so on. Whenever its
characteristics are checked, the game will see two values. For example, when
the game checks converted mana cost of Dead/Gone, it will get a result of "1,
and 3." If an effect such as Venarian Glimmer's wants to know if this card
has converted mana cost 2 or less, the answer will be "yes." If an effect
such as Dark Confidant wants to know the converted mana cost of the card, the
answer will be "1, and 3," which, in this case, translates into a total life
loss of 4.

* Anything that affects half of a split card affects the whole card. For
example, if Dead/Gone is in your hand when your opponent plays Void and
chooses 3, you'll have to discard Dead/Gone. If he or she chose 1 instead,
you'd still have to discard it. If he or she chose 4, however, you don't
discard Dead/Gone.

* If an effect instructs a player to name a card and the player wants to name
a split card, the player must name both halves of the split card.
-----

***Other Keyword Abilities and Themes***

See the _Time Spiral_ FAQ for information about flash, split second, suspend,
flanking, kicker, madness, morph, shadow, and Slivers.
-----

CARD-SPECIFIC NOTES

AEther Membrane
{1}{R}{R}
Creature -- Wall
0/5
Defender
AEther Membrane can block as though it had flying.
Whenever AEther Membrane blocks a creature, return that creature to its
owner's hand at end of combat.

* The blocked creature is returned to its owner's hand at end of combat only
if the blocked creature is still in play. It doesn't matter whether AEther
Membrane is in play.
-----

Akroma, Angel of Fury
{5}{R}{R}{R}
Legendary Creature -- Angel
6/6
Akroma, Angel of Fury can't be countered.
Flying, trample, protection from white, protection from blue
{R}: Akroma, Angel of Fury gets +1/+0 until end of turn.
Morph {3}{R}{R}{R} (You may play this face down as a 2/2 creature for {3}.
Turn it face up any time for its morph cost.)

* If Akroma, Angel of Fury is played face down, it can be countered.

* The "legend rule" says that if two or more legendary permanents with the
same name are in play, all are put into their owners' graveyards. Akroma,
Angel of Fury and the _Time Spiral_ "timeshifted" card Akroma, Angel of Wrath
do *not* have the same name, so the "legend rule" does not apply.
-----

Ana Battlemage
{2}{G}
Creature -- Human Wizard
2/2
Kicker {2}{U} and/or {1}{B}
When Ana Battlemage comes into play, if the {2}{U} kicker cost was paid,
target player discards three cards.
When Ana Battlemage comes into play, if the {1}{B} kicker cost was paid, tap
target untapped creature and that creature deals damage equal to its power to
its controller.

* "Kicker {2}{U} and/or {1}{B}" means the same thing as "Kicker {2}{U},
kicker {1}{B}." The phrase "if the {2}{U} kicker cost was paid" refers to the
first kicker cost listed on the card, regardless of what the spell's
controller actually spent when paying the cost.

* The second triggered ability targets an untapped creature. If there are no
other untapped creatures when Ana Battlemage comes into play, it must target
Ana Battlemage. If the target becomes tapped by the time the ability tries to
resolve, the ability will be countered.
-----

Aquamorph Entity
{2}{U}{U}
Creature -- Shapeshifter
*/*
As Aquamorph Entity comes into play or is turned face up, it becomes your
choice of 5/1 or 1/5.
Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it
face up any time for its morph cost.)

* The first ability is a replacement effect. The choice is made as Aquamorph
Entity is turned face up (or comes into play); it turns face up (or comes
into play) as a creature of that size. It doesn't become a 0/0 and then a
creature of the chosen size.

* If a creature comes into play as a copy of a face-up Aquamorph Entity, or a
Vesuvan Shapeshifter turns face up as a copy of one, the controller of the
creature coming into play gets to make the choice.

* If a creature that's already in play becomes a copy of a face-up Aquamorph
Entity, its power and toughness become the power and toughness that were
chosen for the Entity.
-----

Auramancer's Guise
{2}{U}{U}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.

* Auramancer's Guise counts itself when determining the power and toughness
bonus.
-----

Aven Riftwatcher
{2}{W}
Creature -- Bird Rebel Soldier
2/3
Flying
Vanishing 3 (This permanent comes into play with three time counters on it.
At the beginning of your upkeep, remove a time counter from it. When the last
is removed, sacrifice it.)
When Aven Riftwatcher comes into play or leaves play, you gain 2 life.

* Unlike some other _Planar Chaos_ cards, it doesn't matter if Aven
Riftwatcher had any time counters on it when it left play.
-----

Body Double
{4}{U}
Creature -- Shapeshifter
0/0
As Body Double comes into play, you may choose a creature card in a
graveyard. If you do, Body Double comes into play as a copy of that card.

* Treat Body Double as though it were the chosen card coming into play. Any
"As this card comes into play," "This card comes into play with," and "When
this card comes into play" abilities of the chosen card will work.

* You don't have to choose a card to copy. If you don't, Body Double comes
into play as a 0/0 creature and is probably put into your graveyard
immediately.
-----

Cautery Sliver
{R}{W}
Creature -- Sliver
2/2
All Slivers have "{1}, Sacrifice this creature: This creature deals 1 damage
to target creature or player."
All Slivers have "{1}, Sacrifice this creature: Prevent the next 1 damage
that would be dealt to target Sliver or player this turn."

* Note that the first ability can affect any kind of creature, but the second
ability can affect only Slivers. (Both abilities can affect players.)
-----

Chronozoa
{3}{U}
Creature -- Illusion
3/3
Flying
Vanishing 3 (This permanent comes into play with three time counters on it.
At the beginning of your upkeep, remove a time counter from it. When the last
is removed, sacrifice it.)
When Chronozoa is put into a graveyard from play, if it had no time counters
on it, put two tokens into play that are copies of it.

* The ability checks to see if Chronozoa had no time counters on it at the
time it was put into a graveyard from play. This doesn't necessarily mean it
must have been sacrificed due to vanishing; it could have been put into the
graveyard some other way (say, while the sacrifice ability of vanishing is on
the stack).

* Chronozoa's last ability creates two Chronozoa tokens that each come into
play with three time counters and have all of Chronozoa's abilities.

* If Chronozoa becomes a copy of another creature and is put into the
graveyard from play, no copies will be created. If another creature becomes a
copy of Chronozoa and is put into a graveyard from play (with no time
counters on it), two copies of Chronozoa will be created.
-----

Circle of Affliction
{1}{B}
Enchantment
As Circle of Affliction comes into play, choose a color.
Whenever a source of the chosen color deals damage to you, you may pay {1}.
If you do, target player loses 1 life and you gain 1 life.

* The player you target doesn't have to be the controller of the source that
dealt damage to you.

* If the damage reduces you to 0 or less life, you lose the game before
Circle of Affliction's ability has a chance to give you life.

* Each time a source deals damage to you, you may pay {1}. You can't pay more
than {1}, even if more than 1 damage was dealt.

* If several sources deal damage to you simultaneously (for example, several
attacking creatures), this ability triggers once for each source.
-----

Crovax, Ascendant Hero
{4}{W}{W}
Legendary Creature -- Human Lord
4/4
Other white creatures get +1/+1.
Nonwhite creatures get -1/-1.
Pay 2 life: Return Crovax, Ascendant Hero to its owner's hand.

* If Crovax, Ascendant Hero stops being white, it gives itself -1/-1.
-----

Darkheart Sliver
{B}{G}
Creature -- Sliver
2/2
All Slivers have "Sacrifice this creature: You gain 3 life."

* The player who controlled the Sliver that's sacrificed gains the life, not
the controller of Darkheart Sliver.
-----

Dawn Charm
{1}{W}
Instant
Choose one -- Prevent all combat damage that would be dealt this turn; or
regenerate target creature; or counter target spell that targets you.

* Dawn Charm's third mode can target a spell that has multiple targets, as
long as at least one of those targets is you.
-----

Deadly Grub
{2}{B}
Creature -- Insect
3/1
Vanishing 3 (This permanent comes into play with three time counters on it.
At the beginning of your upkeep, remove a time counter from it. When the last
is removed, sacrifice it.)
When Deadly Grub is put into a graveyard from play, if it had no time
counters on it, put a 6/1 green Insect creature token into play with "This
creature can't be the target of spells or abilities."

* The ability checks to see if Deadly Grub had no time counters on it at the
time it was put into a graveyard from play. This doesn't necessarily mean it
must have been sacrificed due to vanishing; it could have been put into the
graveyard some other way (say, while the sacrifice ability of vanishing is on
the stack).
-----

Deadwood Treefolk
{5}{G}
Creature -- Treefolk
3/6
Vanishing 3 (This permanent comes into play with three time counters on it.
At the beginning of your upkeep, remove a time counter from it. When the last
is removed, sacrifice it.)
When Deadwood Treefolk comes into play or leaves play, return another target
creature card from your graveyard to your hand.

* Unlike some other _Planar Chaos_ cards, it doesn't matter if Deadwood
Treefolk had any time counters on it when it left play.
-----

Detritivore
{2}{R}{R}
Creature -- Lhurgoyf
*/*
Detritivore's power and toughness are each equal to the number of nonbasic
land cards in your opponents' graveyards.
Suspend X--{X}{3}{R}. X can't be 0.
Whenever a time counter is removed from Detritivore while it's removed from
the game, destroy target nonbasic land.

* The triggered ability is mandatory. If no other player has any nonbasic
lands in play, you must target one of your own.

* See "Cycle: Cards with 'Suspend X'" in the General Notes section above.
-----

Dichotomancy
{7}{U}{U}
Sorcery
For each tapped nonland permanent target opponent controls, search that
player's library for a card with the same name as that permanent and put it
into play under your control. Then that player shuffles his or her library.
Suspend 3--{1}{U}{U}

* The cards all come into play simultaneously. If one of the cards that's
coming into play is an Aura, it must come into play attached to a permanent
already in play. It can't come into play attached to another permanent coming
into play via Dichotomancy. If an Aura can't come into play this way, it
remains in the opponent's library.
-----

Dormant Sliver
{2}{G}{U}
Creature -- Sliver
2/2
All Slivers have defender and "When this creature comes into play, draw a
card."

* The controller of the Sliver that comes into play, not the controller of
Dormant Sliver, draws a card.

* The ability triggers when Dormant Sliver comes into play.
-----

Dunerider Outlaw
{B}{B}
Creature -- Human Rebel Rogue
1/1
Protection from green
At end of turn, if Dunerider Outlaw dealt damage to an opponent this turn,
put a +1/+1 counter on it.

* Dunerider Outlaw gets a maximum of one +1/+1 counter at end of turn, no
matter how many times it may have dealt damage to an opponent.

* Dunerider Outlaw's triggered ability checks to see if it dealt damage
during the turn to an opponent of its current controller. If it dealt damage
to Player A, then Player A takes control of it, the ability doesn't trigger.

* If Dunerider Outlaw dealt damage to an opponent of its current controller
during the turn and that opponent is no longer in the game at end of turn,
the ability will still trigger and the Outlaw will still get a +1/+1 counter.
-----

Dust Corona
{R}
Enchantment -- Aura
Enchant creature
Enchanted creature gets +2/+0 and can't be blocked by creatures with flying.

* The enchanted creature can't be blocked by AEther Membrane or other
creatures with the ability "this creature can block as though it had flying."
-----

Enslave
{4}{B}{B}
Enchantment -- Aura
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, enchanted creature deals 1 damage to its
owner.

* The owner of a card is the player who started the game with that card in
his or her deck. If the card didn't start the game in a deck, its owner is
the player who brought the card into the game, via Living Wish or a similar
effect.

* The owner of a token is the player who controlled the spell or ability that
created the token.
-----

Erratic Mutation
{2}{U}
Instant
Choose target creature. Reveal cards from the top of your library until you
reveal a nonland card. That creature gets +X/-X until end of turn, where X is
that card's converted mana cost. Put all cards revealed this way on the
bottom of your library in any order.

* The target is chosen before the cards are revealed.

* If a split card is revealed, the creature gets two +X/-X effects, one for
each half of the split card.
-----

Fa'adiyah Seer
{1}{G}
Creature -- Human Shaman
1/1
{T}: Draw a card and reveal it. If it isn't a land card, discard it.

* If the draw is replaced by another effect, none of the rest of Fa'adiyah
Seer's ability applies, even if the draw is replaced by another draw (such as
with Enduring Renewal).

* To avoid confusion, reveal the card you draw before putting it with the
rest of the cards in your hand.
-----

Fatal Frenzy
{2}{R}
Instant
Until end of turn, target creature you control gains trample and gets +X/+0,
where X is its power. Sacrifice it at end of turn.

* If you don't control the affected creature at end of turn, it isn't
sacrificed.
-----

Frenetic Sliver
{1}{U}{R}
Creature -- Sliver
2/2
All Slivers have "{0}: If this creature is in play, flip a coin. If you win
the flip, remove this creature from the game and return it to play under its
owner's control at end of turn. If you lose the flip, sacrifice it."

* For any given Sliver, this ability can be activated numerous times in
response to itself, but the end result is that only one coin will be flipped
for that Sliver.
-----

Frozen AEther
{3}{U}
Enchantment
Artifacts, creatures, and lands your opponents control come into play tapped.

* The artifacts, creatures, and lands come into play tapped; they don't come
into play untapped and then immediately tap.

* Frozen AEther affects all artifacts, creatures, and lands that come into
play under your opponents' control, including cards put into play by effects
and any tokens put into play under an opponent's control.
-----

Fungal Behemoth
{3}{G}
Creature -- Fungus
*/*
Fungal Behemoth's power and toughness are each equal to the number of +1/+1
counters on creatures you control.
Suspend X--{X}{G}{G}. X can't be 0.
Whenever a time counter is removed from Fungal Behemoth while it's removed
from the game, you may put a +1/+1 counter on target creature.

* Any +1/+1 counters on Fungal Behemoth itself count toward its base power
and toughness, then give it a power and toughness bonus. For example, if
there are two +1/+1 counters on Fungal Behemoth and three on other creatures
you control, Fungal Behemoth is a 7/7 creature.

* See "Cycle: Cards with 'Suspend X'" in the General Notes section above.
-----

Hunting Wilds
{3}{G}
Sorcery
Kicker {3}{G} (You may pay an additional {3}{G} as you play this spell.)
Search your library for up to two Forest cards and put them into play tapped.
Then shuffle your library.
If the kicker cost was paid, untap all Forests put into play this way. They
become 3/3 green creatures with haste that are still lands.

* If the kicker cost was paid, the Forests become creatures with haste
permanently.
-----

Imp's Mischief
{1}{B}
Instant
Change the target of target spell with a single target. You lose life equal
to that spell's converted mana cost.

* If there is no other legal target for the spell, the spell's target isn't
changed. You still lose the life.

* A spell can't target itself.

* If you target a spell that can itself target a spell (such as Cancel), you
can change the target of that spell to Imp's Mischief. If you do, that spell
will be countered when it tries to resolve because Imp's Mischief will no
longer be on the stack.

* If a spell targets multiple things, you can't target it with Imp's
Mischief, even if all but one of the targets has become illegal.

* If a spell has multiple targets but is targeting the same thing with all of
them (such as Seeds of Strength targeting the same creature three times), you
can't target that spell with Imp's Mischief.
-----

Intet, the Dreamer
{3}{U}{R}{G}
Legendary Creature -- Dragon
6/6
Flying
Whenever Intet, the Dreamer deals combat damage to a player, you may pay
{2}{U}. If you do, remove the top card of your library from the game face
down. You may look at that card as long as it remains removed from the game.
You may play that card without paying its mana cost as long as Intet remains
in play.

* After Intet leaves play, if a card removed this way is still removed from
the game, you may still look at it. You won't be able to play it, though.

* Once you play a card this way, it leaves the removed-from-the-game zone.
You won't be able to play it again.
-----

Jedit Ojanen of Efrava
{3}{G}{G}{G}
Legendary Creature -- Cat Warrior Lord
5/5
Forestwalk
Whenever Jedit Ojanen of Efrava attacks or blocks, put a 2/2 green Cat
Warrior creature token with forestwalk into play.

* If Jedit Ojanen of Efrava attacks or blocks and a token is created, it will
be too late for that token to be declared as an attacker (if it somehow gets
haste) or a blocker during that combat phase.
-----

Keen Sense
{G}
Enchantment -- Aura
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.

* Keen Sense's ability triggers when the enchanted creature deals damage to
an opponent of Keen Sense's controller, not when the enchanted creature deals
damage to an opponent of its own controller.
-----

Keldon Marauders
{1}{R}
Creature -- Human Warrior
3/3
Vanishing 2 (This permanent comes into play with two time counters on it. At
the beginning of your upkeep, remove a time counter from it. When the last is
removed, sacrifice it.)
When Keldon Marauders comes into play or leaves play, it deals 1 damage to
target player.

* Unlike some other _Planar Chaos_ cards, it doesn't matter if Keldon
Marauders had any time counters on it when it left play.
-----

Lavacore Elemental
{2}{R}
Creature -- Elemental
5/3
Vanishing 1 (This permanent comes into play with a time counter on it. At the
beginning of your upkeep, remove a time counter from it. When the last is
removed, sacrifice it.)
Whenever a creature you control deals combat damage to a player, put a time
counter on Lavacore Elemental.

* If Lavacore Elemental deals combat damage to a player, it triggers its own
ability.

* If multiple creatures you control deal combat damage to a player, Lavacore
Elemental's ability triggers that many times.
-----

Life and Limb
{3}{G}
Enchantment
All Forests and all Saprolings are 1/1 green Saproling creatures and Forest
lands in addition to their other types.

* Each Forest and Saproling will have the card types creature and land, and
the subtypes Forest and Saproling. Each subtype maintains its correlation to
the proper type: Forest is not a creature type and Saproling is not a land
type.

* When Life and Limb leaves play, the effect ends and the permanents go back
to what they were (unless another effect grants these card types and/or
subtypes to the affected permanents).

* Forests that come into play while Life and Limb is in play will come into
play as creatures. They'll have summoning sickness.

* Saprolings that are in play while Life and Limb is in play have the ability
"{T}: Add {G} to your mana pool." Although they're Forests, they are not
basic lands.

* With Life and Limb in play, Mistform Ultimus will be a legendary 1/1 green
land creature that has land type Forest and has all creature types.
-----

Magus of the Arena
{4}{R}{R}
Creature -- Human Wizard
5/5
{3}, {T}: Tap target creature you control and target creature of an
opponent's choice he or she controls. Each of those creatures deals damage
equal to its power to the other.

* If either target leaves play before the ability resolves, the ability taps
the remaining target, but no damage is dealt. If both targets leave play, the
ability is countered.

* Magus of the Arena's controller always chooses his or her creature first.

* If an effect changes the targets of this ability, the second target can be
changed to any creature the chosen opponent controls. The choice of opponent
can't be changed.

* Tapped creatures can be targeted. Tapping them again will do nothing, but
they'll still deal damage.
-----

Mirri the Cursed
{2}{B}{B}
Legendary Creature -- Vampire Cat
3/2
Flying, first strike, haste
Whenever Mirri the Cursed deals combat damage to a creature, put a +1/+1
counter on Mirri the Cursed.

* If Mirri the Cursed is in combat with a creature that doesn't have first
strike or double strike, Mirri will deal combat damage to that creature, then
get a +1/+1 counter, then (if the other creature is still in play) Mirri will
be dealt combat damage.
-----

Molten Firebird
{4}{R}
Creature -- Phoenix
2/2
Flying
When Molten Firebird is put into a graveyard from play, return it to play
under its owner's control at end of turn and you skip your next draw step.
{4}{R}: Remove Molten Firebird from the game.

* The player who controlled Molten Firebird when it was put into a graveyard
will skip his or her next draw step even if Molten Firebird is returned to
play under a different player's control (because it's owned by someone else)
or isn't returned to play at all (because it left the graveyard before the
end of the turn, for example).

* The second ability can be played only if Molten Firebird is in play.
-----

Muck Drubb
{3}{B}{B}
Creature -- Beast
3/3
Flash (You may play this spell any time you could play an instant.)
When Muck Drubb comes into play, change the target of target spell that
targets only a single creature to Muck Drubb.
Madness {2}{B} (If you discard this card, you may play it for its madness
cost instead of putting it into your graveyard.)

* The spell's target is changed to Muck Drubb only if Muck Drubb is a legal
target for that spell.

* If a spell targets multiple things, you can't target it with Muck Drubb's
ability, even if only one of those targets is a creature or all but one of
those targets has become illegal.

* If a spell has multiple targets, but it's targeting the same thing with all
of them (such as Seeds of Strength targeting the same creature three times),
you can target that spell with Muck Drubb's ability. In that case, you change
all of those targets to Muck Drubb.
-----

Null Profusion
{4}{B}{B}
Enchantment
Skip your draw step.
Whenever you play a card, draw a card.
Your maximum hand size is two.

* The triggered ability will trigger when you play a land card or play a
nonland card as a spell. It won't trigger when you play a copy of a card,
such as with Isochron Scepter.

* If multiple effects modify your hand size, apply them in "timestamp" order.
For example, if both Null Profusion and another permanent with an effect that
sets your hand size are in play, the one that entered play most recently
determines your hand size. If Null Profusion enters play after a permanent
with an ability that raises or lowers your hand size, Null Profusion
overwrites that effect. If a permanent that raises or lowers your hand size
enters play after Null Profusion, that modification is applied to your hand
size of two.

* Your maximum hand size is checked only during the cleanup step of your
turn. At any other time, you may have any number of cards in hand.
-----

Numot, the Devastator
{3}{R}{W}{U}
Legendary Creature -- Dragon
6/6
Flying
Whenever Numot, the Devastator deals combat damage to a player, you may pay
{2}{R}. If you do, destroy up to two target lands.

* You choose the targets when the ability is put on the stack, and you choose
whether to pay when it resolves. You may choose zero targets. You can pay the
mana even if you chose zero targets.
-----

Ovinize
{1}{U}
Instant
Target creature loses all abilities and becomes 0/1 until end of turn.

* Ovinize doesn't counter abilities that have already triggered or been
played. In particular, you can't play this fast enough to stop a creature's
"At the beginning of your upkeep" or "When this creature comes into play"
abilities from triggering.

* If the affected creature gains an ability after Ovinize resolves, it will
keep that ability.

* If a face-down creature is affected by Ovinize, it won't be able to be
turned face up for its morph cost. If some other effect turns it face up, it
will remain a 0/1 creature with no abilities until the turn ends. Its "When
this creature turns face up" or "As this creature turns face up" abilities
won't work.

* Ovinize can be used to disable a creature's vanishing ability permanently
by playing it in response to the vanishing upkeep trigger when there's one
time counter left. The last time counter will be removed as that ability
resolves, but since the creature no longer has vanishing, the "sacrifice"
triggered ability won't exist. When Ovinize's effect ends and the creature
regains vanishing, its triggered ability will no longer be able to trigger
because it has no time counters.

* If Ovinize affects Mistform Ultimus, the Ultimus will lose its ability that
says "Mistform Ultimus is every creature type," but it will still *be* all
creature types. The way continuous effects work, Mistform Ultimus's type-
changing ability is applied before Ovinize's ability removes it. (Also see
Urborg, Tomb of Yawgmoth.)
-----

Pallid Mycoderm
{3}{W}
Creature -- Fungus
2/4
At the beginning of your upkeep, put a spore counter on Pallid Mycoderm.
Remove three spore counters from Pallid Mycoderm: Put a 1/1 green Saproling
creature token into play.
Sacrifice a Saproling: Each Fungus and each Saproling you control gets +1/+1
until end of turn.

* Pallid Mycoderm gives a creature that's both a Saproling and a Fungus (such
as Mistform Ultimus) +1/+1, not +2/+2.
-----

Pongify
{U}
Instant
Destroy target creature. It can't be regenerated. That creature's controller
puts a 3/3 green Ape creature token into play.

* The creature's controller gets the Ape token even if the creature isn't
actually destroyed (because it's indestructible, for example).
-----

Porphyry Nodes
{W}
Enchantment
At the beginning of your upkeep, destroy the creature with the least power.
It can't be regenerated. If two or more creatures are tied for least power,
you choose one of them.
When there are no creatures in play, sacrifice Porphyry Nodes.

* This effect is not targeted. Which creature is destroyed is determined as
the ability resolves. The game picks the creature automatically unless
there's a tie, in which case the controller of the ability makes the choice
among the eligible creatures.

* If the creature with the least power is indestructible, the ability does
nothing.

* If there are multiple creatures with tied for least power and some but not
all of them are indestructible, the indestructible one can't be chosen.
-----

Pouncing Wurm
{3}{G}
Creature -- Wurm
3/3
Kicker {2}{G} (You may pay an additional {2}{G} as you play this spell.)
If the kicker cost was paid, Pouncing Wurm comes into play with three +1/+1
counters on it and with haste.

* If the kicker cost is paid, Pouncing Wurm has haste permanently.
-----

Primal Plasma
{3}{U}
Creature -- Elemental Shapeshifter
*/*
As Primal Plasma comes into play, it becomes your choice of a 3/3 creature, a
2/2 creature with flying, or a 1/6 creature with defender.

* If a creature comes into play as a copy of Primal Plasma, the controller of
the creature coming into play gets to make the choice.

* If a creature that's already in play becomes a copy of Primal Plasma, it
copies the power, toughness, and abilities that were chosen for Primal Plasma
when it came into play.
-----

Radha, Heir to Keld
{R}{G}
Legendary Creature -- Elf Warrior
2/2
Whenever Radha, Heir to Keld attacks, you may add {R}{R} to your mana pool.
{T}: Add {G} to your mana pool.

* Radha's triggered ability is not a mana ability (because it doesn't trigger
from another mana ability). It goes on the stack and it can be countered.

* The {R}{R} produced by this ability will cause mana burn if not used by the
end of the combat phase.
-----

Reality Acid
{2}{U}
Enchantment -- Aura
Enchant permanent
Vanishing 3 (This permanent comes into play with three time counters on it.
At the beginning of your upkeep, remove a time counter from it. When the last
is removed, sacrifice it.)
When Reality Acid leaves play, enchanted permanent's controller sacrifices
it.

* Unlike some other _Planar Chaos_ cards, it doesn't matter if Reality Acid
had any time counters on it when it left play.
-----

Rebuff the Wicked
{W}
Instant
Counter target spell that targets a permanent you control.

* A spell with multiple targets is a legal target for Rebuff the Wicked, as
long as at least one of those targets is a permanent you control.
-----

Retether
{3}{W}
Sorcery
Return each Aura card from your graveyard to play. Only creatures can be
enchanted this way. (Aura cards that can't enchant a creature in play remain
in your graveyard.)

* All the Auras return to play simultaneously. Whether an Aura can be
attached to a creature is checked before any of them are returned and doesn't
take into account any simultaneously returning Auras. For example, if Tattoo
Ward (which gives enchanted creature protection from enchantments) and Holy
Strength are in your graveyard and there's only one creature in play, both
Auras are returned to play attached to that creature, then Holy Strength is
put into your graveyard the next time state-based effects are checked.

* Auras don't need to say "enchant creature" to return to play. For example,
an Aura with "enchant land" will return to play if there's an animated land
for it to enchant.
-----

Riftmarked Knight
{1}{W}{W}
Creature -- Human Rebel Knight
2/2
Flanking, protection from black
Suspend 3--{1}{W}{W}
When the last time counter is removed from Riftmarked Knight while it's
removed from the game, put a 2/2 black Knight creature token with flanking,
protection from white, and haste into play.

* If Riftmarked Knight is suspended, then when the last time counter is
removed from it, both its own triggered ability and the "play this card" part
of the suspend ability will trigger. They can be put on the stack in either
order.
-----

Roiling Horror
{3}{B}{B}
Creature -- Horror
*/*
Roiling Horror's power and toughness are each equal to your life total minus
the life total of an opponent with the most life.
Suspend X--{X}{B}{B}{B}. X can't be 0.
Whenever a time counter is removed from Roiling Horror while it's removed
from the game, target player loses 1 life and you gain 1 life.

* If your life total is less than or equal to the life total of the opponent
with the most life, Roiling Horror's toughness is 0 or less. It will be put
into its owner's graveyard as a state-based effect.

* You never choose an opponent, and the opponent that Roiling Horror looks at
is never "locked in." Roiling Horror continuously looks at the life totals of
all opponents and uses whichever value is the largest.

* If a player's life total is less than 0, it's treated as 0 by this ability.

* See "Cycle: Cards with 'Suspend X'" in the General Notes section above.
-----

Shaper Parasite
{1}{U}{U}
Creature -- Illusion
2/3
Morph {2}{U} (You may play this face down as a 2/2 creature for {3}. Turn it
face up any time for its morph cost.)
When Shaper Parasite is turned face up, target creature gets +2/-2 or -2/+2
until end of turn.

* You choose whether the targeted creature gets +2/-2 or -2/+2 as the ability
resolves.
-----

Shivan Wumpus
{3}{R}
Creature -- Beast
6/6
Trample
When Shivan Wumpus comes into play, any player may sacrifice a land. If a
player does, put Shivan Wumpus on top of its owner's library.

* When Shivan Wumpus comes into play, first the active player gets the option
to sacrifice a land. If he or she declines, the next player in turn order
gets the option. If any player takes the option, Shivan Wumpus is put on top
of its owner's library and no one else gets the option. If all players
decline, then nothing happens and Shivan Wumpus stays in play.
-----

Shrouded Lore
{B}
Sorcery
Target opponent chooses a card in your graveyard. You may pay {B}. If you do,
repeat this process except that opponent can't choose a card already chosen
for Shrouded Lore. Then put the last chosen card into your hand.

* You target the opponent when you play Shrouded Lore. The opponent chooses a
card in your graveyard as Shrouded Lore resolves. After that choice is made,
Shrouded Lore's controller is given the option to pay {B}. If that player
does, the targeted opponent must choose a different card, if there is one.
(If there isn't one, this part is skipped.) Then Shrouded Lore's controller
is given the option to pay {B} again. As long as the player keeps paying {B},
the process continues. As soon as the player declines to pay {B}, the last
card that was chosen by the opponent is put into the player's hand.

* The spell has no knowledge of cards chosen for other spells named Shrouded
Lore.
-----

Simian Spirit Guide
{2}{R}
Creature -- Ape Spirit
2/2
Remove Simian Spirit Guide in your hand from the game: Add {R} to your mana
pool.

* This is a mana ability.
-----

Spellshift
{3}{U}
Instant
Counter target instant or sorcery spell. Its controller reveals cards from
the top of his or her library until he or she reveals an instant or sorcery
card. That player may play that card without paying its mana cost. Then he or
she shuffles his or her library.

* If the targeted spell can't be countered, it remains on the stack and the
rest of Spellshift's effect continues to happen.

* If the revealed instant or sorcery card isn't played, it gets shuffled back
into the library.

* If there are no instant or sorcery cards in the player's library, the
entire library is revealed and then shuffled.
-----

Stonecloaker
{2}{W}
Creature -- Gargoyle
3/2
Flash (You may play this spell any time you could play an instant.)
Flying
When Stonecloaker comes into play, return a creature you control to its
owner's hand.
When Stonecloaker comes into play, remove target card in a graveyard from the
game.

* Both triggered abilities trigger when Stonecloaker comes into play. They
can be put on the stack in either order.
-----

Stormfront Riders
{4}{W}
Creature -- Human Soldier
4/3
Flying
When Stormfront Riders comes into play, return two creatures you control to
their owner's hand.
Whenever Stormfront Riders or another creature is returned to your hand from
play, put a 1/1 white Soldier creature token into play.

* If the first ability of Stormfront Riders causes you to return two
creatures to your hand, its second ability will trigger twice, even if
Stormfront Riders is one of the returned creatures.

* The second ability of Stormfront Riders triggers when a creature token you
own is returned to your hand. (The owner of a token is the player who
controlled the spell or ability that put it into play.)
-----

Teneb, the Harvester
{3}{B}{G}{W}
Legendary Creature -- Dragon
6/6
Flying
Whenever Teneb, the Harvester deals combat damage to a player, you may pay
{2}{B}. If you do, put target creature card in a graveyard into play under
your control.

* You choose the target when the ability is put on the stack, and you choose
whether to pay when it resolves.
-----

Tidewalker
{2}{U}
Creature -- Elemental
*/*
Tidewalker comes into play with a time counter on it for each Island you
control.
Vanishing (At the beginning of your upkeep, remove a time counter from this
permanent. When the last is removed, sacrifice it.)
Tidewalker's power and toughness are each equal to the number of time
counters on it.

* Unless something is boosting Tidewalker's toughness, when the last time
counter is removed, it will be put into the graveyard as a state-based effect
for having 0 toughness before it can be sacrificed as the result of
vanishing.

* If you don't control any Islands when Tidewalker comes into play, its
vanishing ability has no effect. (It comes into play with no time counters on
it, so neither of the vanishing triggers can trigger. See "Vanishing" in the
General Notes section above.) On the other hand, it will be 0/0 and will be
put into its owner's graveyard unless something is boosting its toughness.
-----

Timebender
{U}
Creature -- Human Wizard
1/1
Morph {U} (You may play this face down as a 2/2 creature for {3}. Turn it
face up any time for its morph cost.)
When Timebender is turned face up, choose one -- Remove two time counters
from target permanent or suspended card; or put two time counters on target
permanent with a time counter on it or suspended card.

* The mode and target of the triggered ability are chosen when it's put on
the stack.
-----

Torchling
{3}{R}{R}
Creature -- Shapeshifter
3/3
{R}: Untap Torchling.
{R}: Target creature blocks Torchling this turn if able.
{R}: Change the target of target spell that targets only Torchling.
{1}: Torchling gets +1/-1 until end of turn.
{1}: Torchling gets -1/+1 until end of turn.

* When the third ability resolves, you must change the target if able. If you
can't choose a legal target for the spell when this ability resolves, that
spell's target doesn't change.

* If a spell targets multiple things, you can't target it with Torchling's
third ability, even if all but one of those targets has become illegal.

* If a spell has multiple targets, but it's targeting Torchling with all of
them (such as Seeds of Strength targeting Torchling three times), you can
target that spell with Torchling's third ability. In that case, you change
all of those targets to the same new target, as long as it meets each of the
spell's targeting conditions.
-----

Treacherous Urge
{4}{B}
Instant
Target opponent reveals his or her hand. You may put a creature card from it
into play under your control. That creature has haste. Sacrifice it at end of
turn.

* If you don't control the creature when the ability resolves, the creature
won't be sacrificed. It will have haste permanently.

* If you play Treacherous Urge during the end step, you won't sacrifice the
creature until the end of the following turn.
-----

Urborg, Tomb of Yawgmoth
Legendary Land
Each land is a Swamp in addition to its other land types.

* Urborg is not a Swamp while it's not in play.

* While it is in play, Urborg is a Swamp and thus has the ability "{T}: Add
{B} to your mana pool."

* If Urborg loses its abilities (for example, it becomes a creature and then
Ovinize is played on it), all lands in play, including Urborg, will still be
Swamps, but Urborg won't have the ability "Each land is a Swamp in addition
to its other land types." Urborg also won't be able to tap to produce {B},
but other lands (including those that come into play later in the turn) will.
The way continuous effects work, Urborg's type-changing ability is applied
before Ovinize removes both the type-changing ability and its own mana
ability.
-----

Veiling Oddity
{3}{U}
Creature -- Illusion
2/3
Suspend 4--{1}{U} (Rather than play this card from your hand, you may pay
{1}{U} and remove it from the game with four time counters on it. At the
beginning of your upkeep, remove a time counter. When the last is removed,
play it without paying its mana cost. It has haste.)
When the last time counter is removed from Veiling Oddity while it's removed
from the game, creatures are unblockable this turn.

* If Veiling Oddity is suspended, then when the last time counter is removed
from it, both its triggered ability and the "play this card" part of the
suspend ability will trigger. They can be put on the stack in either order.

* Regardless of which order those abilities resolve in, Veiling Oddity will
be unblockable that turn. The ability affects all creatures, not just the
creatures that were in play when it resolved.

* If Veiling Oddity is suspended and the last time counter is removed during
another player's turn, that player's creatures will be unblockable that turn,
too.
-----

Voidstone Gargoyle
{3}{W}{W}
Creature -- Gargoyle
3/3
Flying
As Voidstone Gargoyle comes into play, name a nonland card.
The named card can't be played.
Activated abilities of permanents with that name can't be played.
Activated abilities of cards with that name that aren't in play can't be
played.

* Copies of the named card can be played (such as with Isochron Scepter).

* The named card can be played face down.

* Activated abilities of copies of a spell with that name (such as Lightning
Storm) can be played.

* To name a split card, you must name both halves of it. For example, you
could name "Dead/Gone." If you do so, neither half of the split card can be
played.

* Unlike the _Saviors of Kamigawa_(TM) card Pithing Needle, Voidstone
Gargoyle stops activated abilities that are mana abilities from being played.
-----

Volcano Hellion
{2}{R}{R}
Creature -- Hellion
6/5
Volcano Hellion has echo {X}, where X is your life total.
When Volcano Hellion comes into play, it deals an amount of damage of your
choice to you and target creature. The damage can't be prevented.

* As Volcano Hellion's comes-into-play ability resolves, you choose a number.
Volcano Hellion deals that amount of damage to you and to the targeted
creature. You may choose 0.

* Volcano Hellion's echo cost constantly changes; it's not locked in when it
comes into play. The echo cost you pay is equal your life total as the echo
triggered ability resolves.
-----

Wild Pair
{4}{G}{G}
Enchantment
Whenever a creature comes into play, if you played it from your hand, you may
search your library for a creature card with the same total power and
toughness and put it into play. If you do, shuffle your library.

* If you play a 2/2 Grizzly Bears, for example, you may then search for any
creature with total power and toughness 4. It can be 0/4, 1/3, 2/2, or 3/1.

* The game checks the power and toughness of the creature that just came into
play as it exists in play. That might mean it's impossible to get another
copy of that same card. For example, a Triskelion in play is 4/4, but a
Triskelion in your library is 1/1. The power and toughness might also have
been affected while the triggered ability was on the stack (such as with
Giant Growth, Sudden Death, or Ovinize).

* If the creature that came into play has left play by the time the ability
resolves, use the power and toughness of that creature as it last appeared
before leaving play.

* If the total power and toughness of the creature that came into play is
less than 0 (due to Bewilder or Sudden Death, for example), it is treated as
0 by Wild Pair. For example, if a creature was -2/1, you could search for a
creature with total power and toughness of 0. If either the power or
toughness is less than 0, but the total is greater than 0, use the actual
total. For example, if the creature is -1/3, you could search for a creature
with total power and toughness of 2.

* If a creature card in your library has a * in its power or toughness, that
* is treated as 0.
-----

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